let t = require;
let  e = module
let  o =  e.exports;
 o.default =  e.exports;

                'use strict';
                console.log("start");
                var _n152,
                    i =
                    (this && this.__extends) ||
                    ((_n152 = function n(t, e) {
                            return (_n152 =
                                Object.setPrototypeOf ||
                                ({
                                        __proto__: []
                                    }
                                    instanceof Array &&
                                    function(t, e) {
                                        t.__proto__ = e;
                                    }) ||
                                function(t, e) {
                                    for (var o in e) {
                                        Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o]);
                                    }
                                })(t, e);
                        }),
                        function(t, e) {
                            function o() {
                                this.constructor = t;
                            }
                            _n152(t, e),
                                (t.prototype =
                                    null === e ?
                                    Object.create(e) :
                                    ((o.prototype = e.prototype), new o()));
                        });
                Object.defineProperty(o, '__esModule', {
                        value: !0
                    }),
                    (o.SocietyScene = void 0);
                var r = t('GameScene'),
                    a = t('MathUtils'),
                    s = t('SoldierActor'),
                    c = t('MonsterActor'),
                    l = t('MonsterInfo'),
                    u = t('ChapterCfg'),
                    h = (function(t) {
                        function e() {
                            var e = t.call(this) || this;
                            return e.initSoldier(), e.retsetEnemyTime(), e;
                        }
                        return (
                            i(e, t),
                            (e.getPoint = function() {}),
                            (e.prototype.initSoldier = function() {
                                for (
                                    var t = 0.5 * e.RECT.width, o = 0.5 * e.RECT.height, n = 1; n <= 3; n++
                                ) {
                                    var i = new s.SoldierActor(1e3 * n + 1),
                                        r = void 0;
                                    do {
                                        var c = a.default.randomInt(-t, t),
                                            l = a.default.randomInt(-o, o);
                                        r = cc.v2(c, l);
                                    } while (!cc.Intersection.pointInPolygon(r, e.AREA));
                                    i.setPosition(r), this.addActor(i);
                                }
                            }),
                            (e.prototype.createrEnemy = function() {
                                var t = new l.default(1e3 * a.default.randomInt(1, 3) + 1),
                                    o = u.ChapterCfg.ins.getData(a.default.randomInt(1, 10)),
                                    n = 0.1 + (t.level / 6) * 0.9,
                                    i = new c.MonsterActor(t, o.monsterModel, n),
                                    r = Math.random() > 0.5 ? e.RECT.xMin : e.RECT.xMax,
                                    s = a.default.randomInt(
                                        a.default.randomInt(e.RECT.yMin, e.RECT.yMax)
                                    ),
                                    h = cc.v2(r, s);
                                i.setPosition(h), this.addActor(i);
                            }),
                            (e.prototype.retsetEnemyTime = function() {
                                this._enemyTime = a.default.randomInt(10, 20);
                            }),
                            (e.prototype.onUpdate = function(e) {
                                t.prototype.onUpdate.call(this, e),
                                    (this._enemyTime -= e) < 0 &&
                                    (this.retsetEnemyTime(), this.createrEnemy());
                            }),
                            (e.AREA = [
                                cc.v2(-154.8, -49.6),
                                cc.v2(-376, -94),
                                cc.v2(-379, -337),
                                cc.v2(-263, -366),
                                cc.v2(-139, -457),
                                cc.v2(-10, -500),
                                cc.v2(187, -483),
                                cc.v2(381, -463),
                                cc.v2(379, -42),
                                cc.v2(143, -13),
                                cc.v2(57, 44),
                                cc.v2(11, 48),
                                cc.v2(-30, 16.2),
                                cc.v2(-85.5, -3.8)
                            ]),
                            (e.RECT = new cc.Rect(-379, -500, 760, 548)),
                            e
                        );
                    })(r.GameScene);
                (o.SocietyScene = h), console.log("end");
            module.exports =  e.exports;